Dungeon Cravler - Cycle 3

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R4L

 
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Damage (Dmg) – Self Explanatory.
Armor (Arm) – Like Hp, but is gained from gear, when armor decays from damage, items will brake.
Defence (Def) – You take less damage from psyshical sources.
Health +4 (Hp) – Self explanatory.
Mana +5 (Mp) – Used to cast spells, better spells require more mana.
Movement Speed +1 (Spd) – How many tiles can your character move a turn.

Footman

  • 25% increased stats from swords.
  • Bleed – Deals 50% of your damage each turn to the target for 3 turns.
  • Blessing of the Sword – Heals you for 20% of your maximum health.

Berserker

  • 25% increased stats from axes.
  • Penetrating strike – Ignores defence for one attack.
  • Rage – For the next 3 turns, you have 30% increased damage.

Crusher

  • 25% increased stats from maces.
  • Crushing blow – Deals double damage to armor for one attack.
  • Smithing blow – Dealt damage to armor next attack is absorbed as a fixing effect to your armor.

Cleric

  • 25% increased stats from wands.
  • Heal – Heals a target within range.
  • Magic armor – Buffs a target with a magical cloak defending from incoming attack.

Monk

  • 25% increased stats from staffs.
  • Double strike – Hits a target twice.
  • Consume – Consumes half of your armor, to heal you twice for the armor consumed.

Elementalist

  • 25% less cost for elemental magic.
  • Fireball – Deals firedamage to a target in range.
  • Firestorm – Deals firedamage in a area in range.

Necromancer

  • 25% less cost for black magic.
  • Death Coil – Deals black damage in a row.
  • Health Drain – Drains health from a target.

Priest

  • 25% less cost for white magic.
  • Healing Wave – Heals close allied targets.
  • Flash – Deals holy damage to all close targets.
 
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Players


myhome16 Crusher lvl 1 – 2 / 20 [5,16]
Damage: 1-2
Armor: 0
Defence: 0
Health: 16/16
Mana: 5/5
Movement Speed: 3

Equipment
Rusty Mace (1-2 damage) [1]

Inventory
None

Spells
Crushing blow – 3 mana
Smithing blow – 3 mana


gammaflux Footman lvl 1 – 2 / 20 [3,11]
Damage: 1-2
Armor: 0
Defence: 0
Health: 12/12
Mana: 10/10
Movement Speed: 3

Equipment
Rusty Sword (1-2 damage) [1]

Inventory
None

Spells
Bleed – 4 mana
Blessign of the Sword – 5 mana


Pigjr1 Footman lvl 1 – 4 / 20 [4,14]
Damage: 1-2
Armor: 0
Defence: 0
Health: 8/8
Mana: 15/15
Movement Speed: 3

Equipment
Rusty Sword (1-2 damage) [1]

Inventory
Minor Health Potion [10 health]
Minor Mana Potion [5 mana]

Spells
Bleed – 4 mana
Blessign of the Sword – 5 mana


Kidudeman Monk lvl 1 – 2 / 20 [4,14]
Damage: 1-2
Armor: 0
Defence: 0
Health: 12/12
Mana: 15/15
Movement Speed: 2

Equipment
Old Staff (1-2 damage) [1]

Inventory
None

Spells
Double Strike – 4 mana
Consume – 2 mana


yiu113 Elementalist lvl 1 – 2 / 20 [4,16]
Damage: 1-1
Armor: 0
Defence: 0
Health: 5/5
Mana: 25/25
Movement Speed: 2

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Fireball – 3 mana
Firestorm – 7 mana

 
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Players


jerenator Priest lvl 1 – 2 / 20 [4,16]
Damage: 1-1
Armor: 0
Defence: 0
Health: 13/13
Mana: 15/15
Movement Speed: 2

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Healing Wave – 2 mana
Flash – 8 mana


Firespread Necromancer lvl 1 – 2 / 20 [4,14]
Damage: 1-1
Armor: 0
Defence: 0
Health: 5/5
Mana: 25/25
Movement Speed: 2

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Death Coil – 4 mana
Health Drain – 6 mana


FelineForumer Berserker lvl 1 – 2 / 20 [3,11]
Damage: 1-2
Armor: 0
Defence: 0
Health: 16/16
Mana: 0/0
Movement Speed: 4

Equipment
Rusty Axe (1-2 damage) [1]

Inventory
None

Spells
Penetrating Strike – 2 mana
Rage – 8 mana

 
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Players


GotterakaThing Berserker lvl 1 – 1 / 20 [2,16]
Damage: 1-2
Armor: 0
Defence: 0
Health: 20/20
Mana: 0/0
Movement Speed: 3

Equipment
Rusty Axe (1-2 damage) [1]

Inventory
None

Spells
Penetrating Strike – 2 mana
Rage – 8 mana


hamuka Necromancer lvl 1 – 2 / 20 [5,15]
Damage: 1-1
Armor: 0
Defence: 0
Health: 9/9
Mana: 20/20
Movement Speed: 2

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Death Coil – 4 mana
Health Drain – 6 mana


Zzzip50 Elementalist lvl 1 – 1 / 20 [2,16]
Damage: 1-1
Armor: 0
Defence: 0
Health: 9/9
Mana: 20/20
Movement Speed: 2

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Fireball – 3 mana
Firestorm – 7 mana


Pulsaris Necromancer lvl 1 – 2 / 20 [6,16]
Damage: 1-1
Armor: 0
Defence: 0
Health: 5/5
Mana: 20/20
Movement Speed: 3

Equipment
Glass Orb (1-1 damage | 1 hp) [1]

Inventory
None

Spells
Death Coil – 4 mana
Health Drain – 6 mana

 
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Playing Guidelines

Moving once tile costs one speed, searching a table or such also takes one speed. At the end of your speed “movement” you can attack once or use one skill. This costs nothing.

The person who loots chests or other terrain first gets the loot.

When defeating mobs, the people who did damage to them get equal loot.

 
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Dungeon Maps

To show your spot or your moves. Left numbers are first, and top numbers are next.

Dungeon #1: Tavern Catacombs
Starting location is (1,15). When you move one slot you move to (2,15). No vertical movement is allowed and movement through tables or other terrain is not allowed. Game is not yet started because i am setting up items and such.

Room #1 is empty and has some tables, tables are searchable and the first person to search a table or a chest gets its content. After a table or other terrain slot is searched, its content never replenishes.

People can move once per cycle, cycles change every 1 day. No waiting for late comers. People can sign whenever they want.

Skeleton Guard [7,11]
Damage 1-1
Armor 0
Defence 0
Health 4/4

Monsters
Skeleton Guard x 15
Damage 1-1
Armor 0
Defence 0
Health 4

Armored Skeleton Guard x 2
Damage 1-3
Armor 5
Defence 1
Health 8

Skeleton x 9
Damage 1-1
Armor 0
Defence 0
Health 1

Skeleton Key Master x 1
Damage 2-4
Armor 9
Defence 2
Health 17

 
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Spells

Footman
Bleed – Deals 50% of your damage each turn to the target for 3 turns.
Blessing of the Sword – Heals you for 20% of your maximum health.

Berserker
Penetrating strike – Ignores defence for one attack.
Rage – For the next 3 turns, you have 30% increased damage.

Crusher
Crushing blow – Deals double damage to armor for one attack.
Smithing blow – Dealt damage to armor next attack is absorbed as a fixing effect to your armor.

Cleric
Heal – Heals a target within 5 blocks for 8 health.
Magic armor – Buffs a target with a magical cloak defending from incoming damage. Armor 5, defence 1.

Monk
Double strike – Hits a target twice.
Consume – Consumes half of your armor, to heal you twice for the armor consumed.

Elementalist
Fireball – Deals 6 firedamage to a target in 6 range.
Firestorm – Deals 4 firedamage in a 2×2 area in 6 range.

Necromancer
Death Coil – Deals 5 black damage in a 2 tile row.
Health Drain – Drains 4 health from a target.

Priest
Healing Wave – Heals for 4 hp all allies in the range of 6.
Flash – Deals 5 holy damage to all targets in 6 range.

 
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Signing up

Signing chose a class and assign 8 points into…

Health (4 per point), Mana (5 per point) and Movement Speed (+1 per point).

 
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I choose the CRUSHER.
5 ( + 4) HP
0 ( + 5) MP
3 ( + 1) Spd

 
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I’ll be an Elementalist.

HP: 1(X4)=4
MP: 5(X5)=25
MS: 2(X1)=2

 
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SHOIGN

 
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Originally posted by myhome16:

PRESIGN

 
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Its cravler because thats the name of the game. I know that the genre is Crawler ;)

 
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Are we a team?
This will affect my class choice.

 
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Sign

Footman

Hp: 12
Mp: 10
Spd: 3

 
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How many players will it be? Will it be exactly 8?

 
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I have thought about the players, and we can have how much we want. Players can work as a team and join the same dungeon, there will be one dungeon at start where i will try the game and change things according to the liking of you people.

So yes, dungeons are for teams, if the time comes we can make vs dungeons.

 
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Originally posted by CYrusmaster:

I have thought about the players, and we can have how much we want. Players can work as a team and join the same dungeon, there will be one dungeon at start where i will try the game and change things according to the liking of you people.

So yes, dungeons are for teams, if the time comes we can make vs dungeons.

How will vs. dungeons work? Will it be like trying to see who can get to a certain room in the dungeon the fastest? (from multiple entry points)

 
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Sign.

Footman.

HP: (2)*4=8

MP: (3)*5=15

SPD: (3)*1=3

 
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Originally posted by gammaflux:
Originally posted by CYrusmaster:

I have thought about the players, and we can have how much we want. Players can work as a team and join the same dungeon, there will be one dungeon at start where i will try the game and change things according to the liking of you people.

So yes, dungeons are for teams, if the time comes we can make vs dungeons.

How will vs. dungeons work? Will it be like trying to see who can get to a certain room in the dungeon the fastest? (from multiple entry points)

I dont know yet to be honest. We will see how the first dungeon works out first :) I am building “Drawing” it at the very moment.

 
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Originally posted by gammaflux:

Sign

Footman

Hp: (3) + 4 base = 7
Mp: (2) + 5 base = 7
Spd: (3) + 1 base = 4

This is not how it works mate, you get 4 hp and 5 mana for each point you invest in the stat. So 3 × 4 is 12 and 2 × 5 is 10. There is no base.

 
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Can an equip, such as a staff, be equipped with magical powers? Will Monks gain enhanced magics from said items?

Edit: Do monks use magical staves for magical abilities, or quarterstaves for only physical stick-fighting?

 
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Monks are like hybrids, there will be different staffs, but the first staff is unfortunately just a melee poking stick.

Spells will be aquired through shops or dropped scrolls. So classes are not limited to just two spells.

 
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Doesn’t quite answer my first question, but good enough for me.

Monk

3 (+12) Hp

3 (+15) Mana

2 (+2) Movement Speed